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Laluzi

Laluzi

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Laluzi
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  • If I had to guess, they'd probably be bad perks that come with characters, especially non-free characters. Like Buckle Up, Babysitter, Cruel Limits, and Furtive Chase. Perks like This Is Not Happening and Monstrous Shrine are total garbage, but newbies might run them for lack of anything else.

    I'd like to see BHVR make such a list, because maybe they could take a look at that data and buff/rework those least loved perks. They've already fixed some previously horrible perks like Deja Vu and Surveillance.

  • @White_Owl said:

    People should stop being triggered by harmless actions like tbagging and flashlight clicking.

    That's like saying you shouldn't get triggered because someone flipped you off or said "I ######### your mom last night." It's a deliberate provocation. Making people mad is the point. If it was not a taunt, people would not do these actions.

    Anyway, I get clicking to divert, but I always make sure rampant clickers die in my matches, and macro users are destined for a special hell without internet access. Every damn time, I think my computer's having a seizure and about to crash before I identify the culprit.

  • I was horribly disappointed when we didn't get a map with that chapter. Either a slice of back-alley Seoul or the Mightee One studio, complete with cordoned off burned section. There's so much they could do with both the locations and the aesthetic.

    Though I also want a Blight map. Twins, eh, I'm not weeping over that one.

  • I intentionally stay in green ranks as killer. The games are way more chill and I'm allowed to do things like switch targets, ignore players off the hook, and let players recoup instead of mass slugging them. It's a way more fun place to be. There's also less bully squads, death squads, and hackers here. Sure, maybe I'm not improving when I'm not slamming my face against hyper-skilled survivors every game, but I'm playing for fun, not to train for a tournament. And by all accounts, climbing the ladder is not what you want to do if you're in this game for fun.

    Survivor's tougher, because I can't derank without screwing people over and I refuse to do that. But that's a big part of why I've grown so fond of killer and drifted away from survivor - because I got stuck in ranks where I get routinely trounced and rarely have fun in my games. I've been stuck in reds for months, but this RR, I got lucky enough to be rank 5 4 pips before the reset, and I've been having way more fun than usual games as a result. Definitely feels more appropriate to my skill level. Guess I'll enjoy it while it lasts...

  • I agree. It goes beyond the 4v1 ratio, too. I think it's because survivors have more avenue to express that they're being dicks for the sake of being dicks; more extraneous gestures, definitely. A lot of rude behavior on the killer side also benefits the killer, so you can't really say for sure that they're doing it to be nasty unless they're doing things like bleeding everyone out or kebabing.

    I believe it also has to do with SWFs; there's power and audacity in numbers and people tend to feed off their friends' attitudes. Group mentality and all.

  • Spirits are the most likely to sweat in my experience. They're not toxic or anything, that mantle easily goes to Bubba, but they go hard, slug for the 4k, and they're the least likely to show mercy (be it sandbag/farming forgiveness or giving the last survivor hatch.)

    Friendliest killers I seem to encounter? Demogorgons. Most likely to switch up their targets and not tunnel. Pigs and Ghostfaces are the likeliest to meme, for obvious reasons. Hillbillies are either chillbillies or total unrelenting sweats, no in-between.

  • I don't think it can be Bubba. Bubba's only been playable for the last year or so. Same with Wraith, his hate is very recent.

    I'd say either Spirit or Legion. Spirit for obvious reasons, Legion because Legion has been hated in all their incarnations. The old version was the original [killer] = DC for being so horribly abusable and uncounterable, and the newest version is a hit-and-run mending simulator that I can't say I've ever seen anyone happy to play against.

  • (Character) main

    Prove a point

    Yun-Jin

    Capri


    Plus I told someone to go to horny jail today and horny got censored :(

  • Nothing wrong with this challenge. You can get it over the course of many games and just put people in the basement whenever it's nearby. Killer challenges are generally easier and faster to complete than survivor challenges and I never minded having some long haul gradual progress ones as a result.

    The one that wants you to sacrifice all 4 survivors in the basement in one game, on the other hand - that one's a problem.

  • Chads. Too powerful a force to be reckoned with.

  • It's pretty terrible. There's pallets and strong tiles everywhere and the gen spread is all over the place, so clearing one part of the map doesn't do much to help you when there's only one or two gens per area. Worse, almost every occupied part of the map is good for survivors and has some kind of strong structure to loop. The last time I played this map, when I went to protect the last gen, there were 4 pallets within a 20 meter radius of it. It was obscene.

    You also need to pray that the basement ends up in the main building, because if it doesn't, it's extremely difficult to down someone in the basement and then get them to a hook in time. There needs to be a hook down there, similar to Temple of Purgation


  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2361526#Comment_2361526

    Why do they annoy you? If they are not doing any shenanigans that is, if they just confident?

    The line between confidence and BMing can be slim sometimes. I don't like when survivors run along behind me while I carry someone to the hook (apart from the free hit or grab I get) or run in circles after a pallet because it gives the impression they're not taking me seriously. I don't mind the gen commitment much because that usually equates to free hits, but survivors trying to tech and bait me are a bit obnoxious because... well, the fact that they think I don't know what they're doing irks me. The cheekier my opponents are, the more serious I take the match, and I prefer to play as non-serious as possible.

    Also, I don't know anyone who doesn't get annoyed when they get bodyblocked. Especially with BT.

    I'm also less fond of those matches because fearless survivors tend to complete gens quicker - they don't spook as easily and they go straight back to gens as soon as they're not being chased, so it's harder to split pressure without slugging. Confident teams end the match faster and that's no fun.

    Though I'm not a killer-only player; didn't catch that part of the title.

  • They annoy me a bit. Not as much as open BMing, but I'll play hardball with them and the usual rules I have in place to try and make things fun for survivors don't always apply.

    Confident survivors without the skill or proper timing to back themselves up are hilariously fun, though.

  • @Tierce said:

    Why are breakable walls "pre dropped god pallets"? Survivors can't vault over them...?

    They block the survivor just as much as they block you.

    They're usually next to extremely powerful windows.

    Breakable walls are fine in maps where they actually function as walls you may want up and may want down, depending on whether the killer needs more mobility or if it aids them for survivors to have less. Those maps include Saloon (somewhat, it also has totally necessary breaks), Yamaoka, Badham, and The Game. Other maps typically place breakable walls next to god windows and the killer has no choice but to remove them ASAP or get infinite looped.

  • This would help so much. Doesn't have to be optimized, just the ability to power through bloodwebs faster if so you choose.

  • @RoboMojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360976#Comment_2360976

    Tbf, it can be quite the gamble to ease up on the Survivors. These times are rare, but in the past, if I knew that the Survivors were struggling then I'd go out of my way to give them multiple extra chances. However this backfired on a few occasions as suddenly, 4 or 5 gens turned into 2, then 1 and finally none. These days, I'll just play normally and maybe I'll give hatch to the last one if I really feel bad. It isn't always easy to determine the skill of any particular player so it's understandable I think, that many people don't really go easy when they're winning. So yeah, you're probably right.

    Oh, absolutely. And there's been times I gave a hook to a struggling killer towards the end of the game and got camped/tunneled for it. A lack of communication makes it near-impossible to differentiate bad gameplay from intentionally letting up, so players are almost always going to play as though the other side is giving it their all.

    Being nice or forgiving typically doesn't pay off, so you can only really afford to do it when you don't care about the outcome.

  • @meatisadelicacy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360993#Comment_2360993

    Oh thank you. I really appreciate you explaining it to me. I was too stupid to understand why the DC penalty existed before you came along. Please, continue to ignore what I said, put words in my mouth, and project your own thoughts onto me. FACEPALM

    They're not wrong, though. The reason the DC penalty has to exist is because in a game like this, one side's fun - successful plays - typically comes at the other side's frustration and unsuccessful plays. If you let players DC whenever they feel like it, it becomes nearly impossible to finish matches, much less archive challenges that specifically want all four players to end up skulled and not unplugged. Survivors are completely screwed if another survivor disconnects at the start of the game, which survivors are starting to do in obnoxious numbers. You get people that cherrypick the games they're willing to play, and will disconnect if they're found too early, if their first chase doesn't go well, if the killer is on their list of 'I don't want to play against these killers', if a perk they don't like is in play. They leave a string of doomed games in their wake, and 3/4 other players wasting their offerings, addons, and items as well as their time. Killers do the same thing, quitting if the early game doesn't go their way, but at least the game just ends and the survivors get a bonus 5k for it.

    It's already been amply demonstrated that people take 'I'm not having fun' way too liberally here. Whether you have a more moderate assessment of situations as they happen are irrelevant, because too many other players are blatantly abusing it. And as it is, the fact that you're complaining about players slugging you because you blatantly ask them to put you on hook is a little telling.

  • @Verconissp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2360862#Comment_2360862

    Don't rush gens and you'll see much better and Funner games,

    I can't recall the last time, as survivor, that a killer seemed to let up on the survivors or dicked around in long chases just because gens were going slowly.

    Let's face it; players that play hardball play hardball regardless of what the other side is doing.

  • Play Plague. Laugh at their perk selection.

  • @femotek820 said:

    Don’t tunnel or camp and you’ll see little DCs

    Patently untrue. I do neither of these things and I get players DCing in 1/3 to 1/2 of my killer games. People DC when they see a sign of a killer they don't like, people DC when they go down for the first time, people DC when they try a tech and fail, people DC when (they think) I'm about to kill them on death hook. DCs are rampant right now.

  • It is completely impossible to please every survivor. Survivors got mad when I killed them, survivors got mad when I farmed, I've even had a survivor get mad at me for hooking everyone 2 times, downing everyone an additional time, and then hanging out for the remainder of the match. Don't bother playing to please others, play to make yourself happy.

    Though if you unironically want my opinion, I'm happiest playing against a killer who switches up their targets (meaning each survivor has a chance to do multiple things in the game and nobody spends the whole game gen jockeying or getting chased) and only hangs around the hook if there's another survivor there or they've got stuff to kick. I don't care much if you camp/tunnel towards the late game, but I hate when it's done at the start of the game.

    I especially appreciate killers who don't punish players for getting sandbagged or farmed by their teammates, but that's more bonus graciousness, not something I'd expect.

  • I'd personally put This Is Not Happening over No One Left Behind simply because TINH might give you the occasional great skill check where NOLB is completely useless in the current meta - players don't open gates unless all survivors are accounted for or when they're about to bail because the killer is chasing them out, and neither scenario allows for final hour saves and other altruism.

    It's pretty sad when a killer perk that only hurts you and is worse than useless by itself is only 5th worst, but I can't actually argue with your placement of it.

    I think We'll Make It is better than Spine Chill, and hyper heals are generally better than a failsafe substitute for situational awareness, but your top 5 survivor perks are all really good and individual ranking is going to come down to personal preference (and solo vs swf.)

  • People should use their cakes now for the sole reason that earning more bloodpoints right now allows you to buy more cakes. Earning more bloodpoints later doesn't generate cakes.

  • @Tsulan said:

    Sorry, had to use a mori in my last match, because of a daily to kill someone with my own hands as Oni.

    I've just been trashing the kill dailies during the event window. Though I kept getting Clown mori dailies in particular... sure, ask me to play the one killer who's completely broken right now.

    If I'm playing killer, I'm not using a cake, and I'm not burning all my otherwise good offerings before I'm about to prestige someone (to fill them up with cake on the next levelling spree), I'm doing something wrong.

  • Nurse is the obvious answer. I've played her for maybe 20 or so games, but I absolutely cannot shake my reliance on plaid flannel and I still get stuck on objects really often. I'm also not good at changing direction coming out of a blink. I don't have the greatest eyesight and the high-speed, low-window-of-opportunity gameplay doesn't click with me.

    Also Pyramid Head. He's just so much clunkier to control than I expect and my trails always seem to be wastes of time (if anything, I get the most torments out of the tiny patches created by a judgement attack.) I perform way better as Nemesis despite the extra health state and slimmer hitbox just for being able to charge quicker.

    I have no idea how to use Demo's portals effectively, but I can shred okay, which is kind of all you need to have fun with him.

  • I'd love if the Dream World was more than just a grey filter slapped over everything. Having certain creepy overlays/animations on generic background objects play at random, or when you're within his lullaby radius, would be awesome. Corpses twitching under rubble and cinderblocks, blood oozing from crates, ghastly faces flickering above burn barrels.

  • Feels like the solution to that would be gen speed (and numbers) - make it like facecamping where the killers can't afford to spend much time together and have to split up. Worst comes to worst, killers get a debuff of sorts when they're within each others' presence, or survivors get buffs for the same thing.

  • It counted for my archive challenge to get hatch, and I care about that way more than I care about my opponent's opinion.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2359238#Comment_2359238

    I mean the game is asymmetrical, Survivors should expect to die, right? Why does it matter how hard it is?

    Is it a poor experience for the other Survivors? Who the hell cares about their experience. They should be happy they get to be killed in a Horror game, right? Does the how, really matter?

    That's a pretty stupid statement to make. It's a horror game. People are playing it for entertainment; if the game wasn't fun (or didn't have the potential for fun, because DBD being fun is a bit of a loaded topic), people wouldn't be here. Having zero opportunity to do anything in the game because the killer zeroed in on you from the start, chased you once, and then stared lovingly into your eyes for the next two minutes is not fun. Getting downed off the hook in 12 seconds because the killer refused to target anyone other than you and swerved around any bodyblockers is not fun. Being left to bleed out for 4 minutes while the killer spams buttons over you is not fun. It's the same way having all the gens pop before you get your second down isn't fun and having to break 8 pallets before you're allowed to hit a survivor isn't fun.

    Infinite loops weren't fun and we got rid of those. Instant blinds weren't fun and we got rid of those. Moris weren't fun and we got rid of those. And you could have made the argument that instant blinds (or god forbid that one patch where you could do it at any point in the animation lock) and infinite loops were fun for survivors, so who the hell cares what the killer thought? It doesn't work like that. Both sides' experiences do matter. The only reason I don't advocate removing hard camping and tunneling is because they're sometimes necessary strategies and damaging their power would let survivors run roughshod over killers at higher levels of gameplay. The option needs to exist or killers are screwed; making them impossible would become insanely abusable. But killers who camp and tunnel the first player they see are just one step removed from griefers (or straight-up are griefers, depending on how and why they do it) and they bring down the experience for everyone else.

  • @MadmegMain said:

    I have never once seen survivors complain about lightborn. Sure if you brought a flashlight its wasted but also the killer is wasting a perk slot for it.

    the perk needs no changes and its hard to believe people really hate facing it

    The vast majority of survivors do not care about Lightborn and think it's fine. But when you bring it against a flashlight SWF? I can't remember a time where my opponents were on PC and didn't give me a piece of their mind for using the perk. Never fails to get salt from players who wanted to mass blind you.

  • Rank reset helps quite a bit for getting games that you don't get flattened in. Other than that, perseverance. It's obnoxious and the escape requirement shouldn't be a thing, but you won't die in every game. Just... most of them, if your solo queue experiences are anything like mine.

  • I don't need to watch a video to know this. You're better off posting a summary or directly embedding the video if you want commentary.

    On sensitivity... people tend to assume the other side is doing things specifically to spite them, and then get angry about imagined offenses. If the killer is wandering around your hook for a bit to check out scratch marks/look for potential nearby survivors/break a pallet, they're camping. If the killer comes back to the hook, they're tunneling, even if they go after the unhooker. If a survivor loops you or uses a flashlight on you, they're bullying. If a survivor waits in the gate because there are other unaccounted-for survivors and they don't want to leave until they know everyone is safe, they're BMing. Things like that.

  • @BlueFang said:

    NOED is really used that much? Huh

    https://youtu.be/z5e_olJun88

    NOED is absolutely ubiquitous in newer ranks. It's less common in experienced ranks, but from yellow to green, you more or less have to expect it in every game. Drops off in purples, very rare in red.

  • I've seen it gotcha survivors and down them in the gates, but the problem with this addon is that you have a pretty small window to act. As soon as the gates are powered, survivors are rushing towards them; you don't have time to go find your zombies and punch them to put them in the gate, you need to be pressuring the survivors and stopping the gates for as long as possible. You typically only get to use this if a zombie happens to be right along the path you're taking, and even then, it's a 50/50 that it spawns in the right gate.

  • Bully players and griefers. Also Badham and the Game; maps where it's just pallet after pallet after pallet after pallet.

  • I do think it's pretty bizarre they extended the event a week because all of the problems people have been having, then scheduled the fixes for those problems for after the extended event finishes.

    Why not just... extend the event a while past that? Or stop the event and restart it then, if duration is somehow a problem?

  • Use the cakes now, because you can buy more cakes with the bloodpoints you earn from these matches.

    There's also a marginally higher chance that you'll encounter people playing nicer than normal, though honestly, from the survivor side, I haven't been seeing it.

  • @D3spair said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357944#Comment_2357944

    IMO it should be the highest ranked survivor rank that should be the bar.

    That's what I meant. Lowest rank = 1, 2, 3, 4, etc. It's a little difficult to talk about ranks when progression means going downwards.

  • It should be allowed, because plenty of people just legit want to play with their friends (who are new, or haven't played in a while, or whatever.) But matchmaking needs to change so that it finds killers based on either the mean rank of the group, or just grabs the lowest ranked survivor and sets that as the bar for the killers it searches for.

  • I mean, it's awesome that they have fixes in sight, but they extended the event and now the fixes are scheduled for after the extended event concludes? That's pretty depressing.

  • @GoshJosh said:

    It’s a bogus perk with no counter play or feedback, punishes a survivor for simply trying to use an item for its intended purpose. There’s no other perk like it in the game, should be nerfed/reworked.

    All of the survivor perks that were thought to counter specific killers were changed; why is a perk targeting one specific item still okay?

    Couple issues with this.

    1.) Lightborn does have feedback. Even if you don't land the blind, the flashlight cone narrows as it makes progress. Against a killer with Lightborn, the cone will remain wide even when you shine it in the killer's face. That's your cue that Lightborn is in play.

    2.) Flashlights are completely extraneous to survivor gameplay. The vast majority of survivor games get along fine without flashlights. It's not even like medkits or toolboxes where the item hastens something you can already do; they enable extra pallet stuns and extremely high-risk-high-reward plays when the killer downs someone. If your item is useless... congrats, you're now at the performance of a survivor that didn't bring an item into the trial. There's nothing wrong with this level of 'disadvantage.'

    3.) In many cases, the survivor already punishes themselves for trying to use a flashlight. There is very little difference between a killer using Lightborn and a killer who fakes out the pickup and then goes for the person they knew was hiding around the corner.

    The counterplay is to simply stop going for flashlight saves once you realize they don't work. This is the same for a killer using Lightborn and a killer who is smart enough not to fall for it.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357874#Comment_2357874

    But aren't hard counters problematic for fun anyway? I think this would just reveal bad design decisions quicker and force BHVR to do a better job.

    Perks aside, there's some killers whose early game is very reliant on the survivors not knowing who the killer is. All stealth killers want the element of surprise - Myers needs unalert survivors to get out of T1 and Ghostface gets his easiest stalks in the entire match at the start, especially if he's 99ing. Legion wants to find survivors grouped up at their first gen before they learn to split up. Deathslinger also likes to sneak up on people before they have much chance to react.

    It'd be pretty obnoxious having survivors and killers countering each others' perks before the match begins. There are many perks that are less effective when the other side knows you do or don't have them - DS/BT/Unbreakable, Power Struggle, Dead Hard, Deception, Diversion, Discordance, Tinkerer, Haunted Ground, so on. Hell, even meme builds like Flip-Flop/Breakout/Saboteur are less effective if the killer knows you're running it - same with Agitation/Mad Grit/Starstruck. Then you'd have back-and-forths; Lethal Pursuer leads to everyone equipping Distortion leads to the killer unequipping Lethal Pursuer. Survivors would always bring totem-finding perks if the killer has hexes and unequip them if they don't. There'd never be any less-than-optimal perk slots. Total transparency would suck.

    As for the topic itself, I mostly like the idea, but players using No Mither would get lobby dodged to hell. Survivors doing Power Moves might also have trouble finding lobbies.

  • Yeah, this is pretty stupid challenge design. Four games minimum for a daily challenge. Why did they go with this particular requirement? Tier up 4 times would have made sense, contaminate 4 survivors would have made sense, hit 4 survivors with a tentacle attack would have made sense. The only way this could have been worse if it was have 4 survivors get hit by zombies. :B

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356842#Comment_2356842

    It's probably a perk that I'm gonna run more even if I don't see flashlights cause of blast mine and flashbang. I refuse to get blind lol and again the aura information is wonderful.

    It's not a great perk to run if you don't see any flashlights (or Leons or Jills, I guess) because it's very, very common that it will get you no value in the match. Flashbangs are pretty easy to avoid and Blast Mine is rare, both in survivors bringing the perk and actually getting hit with it. It's not worth bringing Lightborn for the possibility that a survivor finds a flashlight in the match and is brave enough to try using it.

    Plus it's kind of like Spine Chill - it's fantastic when the stars align and you really need it, but otherwise it just teaches you complacency and bad habits.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356773#Comment_2356773

    It's no different from having an item completely nullify a killers effort, such as, finding, chasing, hitting, downing and carrying a survivor, all to have it undone because someone brought in or found an item in a chest.

    Not to mention flashlights still have uses against some killers - Hag, Wraith, Nurse, Nemesis.

    Plenty of times survivors bring an item and don't get to use it. Ever bring a kitted out map and the killer didn't bring any hexes? Or a key, and then you got murdered with extreme prejudice? Medkit against Plague? Having a useless item is nothing new.

  • Lightborn is second to NOED in raw salt generation. The kinds of players that bring 3-4 flashlights into a match don't care about anything other than punking the killer as much as possible, and when you make that mechanically impossible, their screeches of rage threaten to bring down the servers. It always baffles me - if it's such a bad and cringe perk, why are you upset that I brought it? I know how to dodge a flashlight, I just don't want to have to down the entire team to hook one person and your party looked hella annoying from the lobby.

  • Geez... I mean, congrats? They waste 2 or 3 minutes of someone's time and they're like 30 players out of 30k playing at any given time. Real big impact you're having here, guys.

    They're trolling themselves harder than anyone else, really.

  • Survivors get control before the killer does; the killer has a slightly longer intro before they're able to move.

    I have seen survivors seem to load in faster or slower than each other, but it doesn't vary by that much. I'd chalk that up to internet speed.

  • Not too great. I've been pouring them into characters I'm still prestiging, meaning I use them every match. My cake count...


    Killers:

    Plague (P3) - 66

    Wraith (P3) - 32

    Pig (P3) - 27

    Nurse - 13

    Hag - 22

    Bubba - 24

    Clown - 23

    Ghostface - 3 (ready to prestige when they're done)

    Oni - 18

    Trickster - 28

    Nemesis - 10 (ready to prestige when they're done)


    Survivors:

    Claudette (P3) - 12

    Dwight (P3) - 5

    Jane (P3) - 15

    Meg - 4

    Jake - 1

    Bill - 3

    Ace - 1

    Tapp - 5

    Kate - 8

    Yui - 1

    Zarina - 7 (ready to prestige when they're done)

    Leon - 1


    Survivor bloodwebs suck, but it's also that after survivor matches, I earn way less BP than I do as killer, so it's harder to recoup cakes I spend anyway.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2356213#Comment_2356213

    Oh come on. Just practice and spend time learning how the map works. You're being dramatic, it's as confusing as Hawkins.

    Hawkins is way more standard. It has the clean/spore-laden filter to show you which half of the map you're on, and it's basically a couple of square halls around either small or large chambers, all of which are regularly shaped. It's somewhat confusing, but you can pretty much just run through the hallways if you're lost and you'll find gens sitting out in the open. Nearly all of Hawkins' confusion stems from some rooms not having exits on either side and being unable to just run through them, and having to take the long way around them in that case. I don't really know Hawkins' layout besides the upper floor and it doesn't matter; I can find gens, totems, and hooked players just by following the halls blindly, and I can find the big portal chamber by following the spores.

    With RCPD, you have to memorize every single part of the map to be able to navigate it properly. This is an issue because the access points between floors are limited and you can waste a hook stage or lose a gen because you spent all of its timer trying to figure out how to get to the point directly above or below you. It's extremely irregular, narrow, and contains several hallway-room chains that just loop back unto themselves instead of intuitively taking you the direction you think you're going.

    Like, if you look at Lery's, Lery's is extremely confusing to find gens and identify where specific rooms are, but it's easy to move in a direction because it's laid out like a grid and there's few places that prevent you from moving through them (and moving around is never a significant detour.) Hawkins is somewhere between Lery's and RCPD for directional intuition; RCPD's on the extreme end of not being able to tell how to get somewhere. It doesn't help that RCPD has way more rooms than Hawkins does, and as such, the majority of them won't contain anything of interest and just serve as navigational clutter.

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